ROM Hack [WIP] Ohana3DS tool

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How can I export models individually? I want to replace some animations, but all it does is export the animation in to a big .smd. I want to give Marth Roy's Flare Blade animation (Neutral B), because it is similar to the Melee animation and it looks okay on Marth. How can I import INDIVIDUAL animations? Can anyone help me?

--------------------- MERGED ---------------------------

Just to clarify, I JUST want Roy's Flare Blade over Marth's Neutral B.
 
Hey guys, I'm looking for some people to test little features I managed to implement for Rebirth.
1. Is an extra Panel to manage a models meshes. It lists all of them and let you have an look separate in the 3D Viewer.
SCreenshotOhana3DS.PNG

2. This Mesh Panel offers you the option to replace a single Mesh with the limitation that the new Mesh need to same number of vertices as the original. At the moment, I only tried so modify some meshes I exported my the second option on this panel, the Mesh Export. I moved them around to check if its possible to replace the meshes within a model. The third option saves every modified mesh in the data that was loaded with the dialog.
3. The last thing is something I named Map Collider Editor. Don't know if the name is a good choice and I know that the GUI is very ugly, but it does its job. It edits and saves the map data of the chosen file.
MapColliderEditor.PNG

Well, its nothing total new because it's only recreation of what Ohana3DS does, but I thought its may interesting for some of you. I hope that I can improve some of the features in future. :)

Please feel free to PM me, if you would like to test it!

PS: I hope it's okay to post it in this thread, even if I'm not the original creator of the program.
 
Last edited by ,
Does anyone know why it wont import custom textures im trying to retexture super mario 3d land
 
Hey guys, I'm looking for some people to test little features I managed to implement for Rebirth.
1. Is an extra Panel to manage a models meshes. It lists all of them and let you have an look separate in the 3D Viewer.
View attachment 57254
2. This Mesh Panel offers you the option to replace a single Mesh with the limitation that the new Mesh need to same number of vertices as the original. At the moment, I only tried so modify some meshes I exported my the second option on this panel, the Mesh Export. I moved them around to check if its possible to replace the meshes within a model. The third option saves every modified mesh in the data that was loaded with the dialog.
3. The last thing is something I named Map Collider Editor. Don't know if the name is a good choice and I know that the GUI is very ugly, but it does its job. It edits and saves the map data of the chosen file.
View attachment 57255

Well, its nothing total new because it's only recreation of what Ohana3DS does, but I thought its may interesting for some of you. I hope that I can improve some of the features in future. :)

Please feel free to PM me, if you would like to test it!

PS: I hope it's okay to post it in this thread, even if I'm not the original creator of the program.
Do you think it could fix my mirai dx rips? I'm talking about the mapping since stages and modules have like map/tex issues
 
Also 2 models don' open in ohana,even if they are from the same game. it says that it's over the limits or that is not supported in a way...
 
Hey guys, I'm looking for some people to test little features I managed to implement for Rebirth.
1. Is an extra Panel to manage a models meshes. It lists all of them and let you have an look separate in the 3D Viewer.
View attachment 57254
2. This Mesh Panel offers you the option to replace a single Mesh with the limitation that the new Mesh need to same number of vertices as the original. At the moment, I only tried so modify some meshes I exported my the second option on this panel, the Mesh Export. I moved them around to check if its possible to replace the meshes within a model. The third option saves every modified mesh in the data that was loaded with the dialog.
3. The last thing is something I named Map Collider Editor. Don't know if the name is a good choice and I know that the GUI is very ugly, but it does its job. It edits and saves the map data of the chosen file.
View attachment 57255

Well, its nothing total new because it's only recreation of what Ohana3DS does, but I thought its may interesting for some of you. I hope that I can improve some of the features in future. :)

Please feel free to PM me, if you would like to test it!

PS: I hope it's okay to post it in this thread, even if I'm not the original creator of the program.

Oy, you! Read your PM, I want to test this so my team of Smash 3DS modders and I can make new skins for our project!
 
I'm having issues with animations ripped from Badge Arcade (same model as before) using Ohana3DS. Ohana gives me the error "One or more bones uses an animation type unsupported by Source Model!", and it seems that only the bones without the offending animation type are exported. Even then, when importing SMD files to Blender or 3DS Max, there doesn't appear to be any animation in the remaining bones.

Is there anything I should know about importing animations exported by Ohana? Or am I out of luck here, for now?
Was this ever sorted out? The animation files of Triple Deluxe and Planet Robobot suffer with the same issue. They view properly in Ohana3DS itself, but exporting them gives the same error and screws it up.
 
Was this ever sorted out? The animation files of Triple Deluxe and Planet Robobot suffer with the same issue. They view properly in Ohana3DS itself, but exporting them gives the same error and screws it up.
No, sadly not. It seems to be an issue with the exporter.
https://github.com/gdkchan/Ohana3DS-Rebirth/issues/31
Should be fixed on lastest commit.

Edit: A note about the Badge Arcade models: Those also use scaling animations to do the "muscles" and other effects, and bone scaling isn't supported by the SMD format, therefore those animations will not look totally correct after exported.

PS: I hope it's okay to post it in this thread, even if I'm not the original creator of the program.
It's alright.
 
Last edited by gdkchan,
Sounds all good but where is the material settings file?... or shader settings... how can we get that?
 
Hey guys, I'm looking for some people to test little features I managed to implement for Rebirth.
1. Is an extra Panel to manage a models meshes. It lists all of them and let you have an look separate in the 3D Viewer.
View attachment 57254
2. This Mesh Panel offers you the option to replace a single Mesh with the limitation that the new Mesh need to same number of vertices as the original. At the moment, I only tried so modify some meshes I exported my the second option on this panel, the Mesh Export. I moved them around to check if its possible to replace the meshes within a model. The third option saves every modified mesh in the data that was loaded with the dialog.
3. The last thing is something I named Map Collider Editor. Don't know if the name is a good choice and I know that the GUI is very ugly, but it does its job. It edits and saves the map data of the chosen file.
View attachment 57255

Well, its nothing total new because it's only recreation of what Ohana3DS does, but I thought its may interesting for some of you. I hope that I can improve some of the features in future. :)

Please feel free to PM me, if you would like to test it!

PS: I hope it's okay to post it in this thread, even if I'm not the original creator of the program.

Hey, so, uh... You gonna PM me the new tool or not? lol :P
 
Can this import smash models properly now ?
No, game crashes when you try to load imported models, and this... (the model itself was made with a compiled version of whatever was on github, but the model only rendered in the stable build)
cf2e99754340461c9727c9d11621f108.png
 
Okay, so I probably missed something, but whenever I try to export images, it just pops up an error message and doesnt do it.

error log?:
System.NullReferenceException: Object reference not set to an instance of an object.
at Ohana3DS_Rebirth.GUI.OTexturesPanel.BtnExport_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 

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